Normals6A - Only standing overheadj.B - No range but is a good way of coming in aggressively, the lower it's done the betterj.2B - Cancels into anything on hitj.D 2A - Gatlings into itself and 2B2B - Cancels into 236A/C and 236B/D2D - Only KND low

Specials236A/C - C version is higher up, A version near the ground. Levels up through C normals. LV1 is really only useful in blockstrings and combos. j.236B/D - Crossup potential

-End air combos differently depending upon what you want. j.A/B for a crossunder depending on your height. j.C for LVing. j.214D for untechable KND and most dmg.-His dash can be cancelled into jump.-Focus on LVing up first to make the moves that require it actually useful.-5C and j.C are his best range pokes.-LV 3 236A and C are tempting to gatchi so take advantage of this by rushing in ahead of or behind the projectiles to make them reconsider.